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< >这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P>' D- V. Y0 T: o: P. j
< >首先在CB下建立一个CONSOLE的程序,然后把CONSOLE APPLICATION的勾去掉即可。然后再把以下的原代码粘贴上去就可以运行了!!</P>7 U" p5 n1 w' h2 W7 z, p) P. ^8 M
< >//---------------------------------------------------------------------------</P>
0 Z/ G h, C' S+ I [) A< >#include <vcl.h>8 z) w4 _& O+ ~2 I: s
#include <windows.h> // Header file for windows
3 b. ~& d" _+ ]& Q( P#include <gl\gl.h> // Header file for the OpenGL32 library5 T V- W7 {, m$ F( J/ J: X( \2 Z
#include <gl\glu.h> // Header file for the GLu32 library
. v) Z8 r/ R1 j K#include <gl\glaux.h> // Header file for the GLaux library6 ^& }* i; t, s9 y5 h: T t
#pragma hdrstop</P>
0 z* b6 n/ i r$ d0 h2 o< >//---------------------------------------------------------------------------$ c) D1 G$ d4 Y+ b; T6 @" v
#pragma argsused</P>* l0 {7 T7 H& H) o |, ?
< >HGLRC hRC = NULL; // Permanent rendering context1 a$ s9 {, [; k# Q ]% v1 T6 E
HDC hDC = NULL; // Private GDI device context
7 ?0 d0 F$ l8 m8 S# ]$ t+ e0 PHWND hWnd = NULL; // Holds our window handle
) ~$ I: a7 P& t$ C, `7 u9 FHINSTANCE hInstance = NULL; // Holds the instance of the application</P>% Z2 m% g) d5 ?# L2 ~/ L/ S8 }, n
< >bool keys[256]; // Array used for the keyboard routine
: M# J% _& C& b% T% I- vbool active = true; // Window active flag set to true by default8 V, D5 a" ?7 D; S1 R3 s
bool fullscreen = true; // Fullscreen flag set to fullscreen mode by default</P>
" }+ |( W7 r/ Y2 u) F4 t8 ]1 N% X$ ?< >LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc</P>
0 b2 Y4 d! X0 W6 K7 p< >GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window
( a" \: k, B3 U8 e }{% g' W2 E% X, W1 h% u
if (height == 0) // Prevent a divide by zero by8 [, Q# K/ H. [; T5 V8 B
{
0 b" z8 A' u9 P height = 1; // Making height equal One
$ }+ O$ R8 q Z* N; Q8 R }</P>
' y8 d: l, h2 m5 g, \9 _% F4 z< > glViewport(0, 0, width, height); // Reset the current viewport</P>) d& n* {+ d! i$ n# G3 E
< > glMatrixMode(GL_PROJECTION); // Select the projection matrix
4 d. E! d, U( J* q glLoadIdentity(); // Reset the projection matrix</P>& b% e' ^* F$ @$ _, T
< > // Calculate the aspect ratio of the window! s% m! Q* k6 N( W8 ]
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>: N' b& O9 L3 {% z. I3 Y& w
< > glMatrixMode(GL_MODELVIEW); // Select the modelview matrix
0 X. Q5 y; s- {9 x5 P5 ? glLoadIdentity(); // Reset the modelview matrix
( m v' Z; h; v. C1 I* Z}</P>
: v9 f3 x* n+ i% g+ ?< >int InitGL(GLvoid) // All setup for OpenGL goes here- ?+ w- i/ B4 w" l2 [! S
{7 P2 @. K, B% D5 y# M% \( t/ x" c1 W
glShadeModel(GL_SMOOTH); // Enable smooth shading
5 _1 H; N8 _; Y9 c9 ~ G glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black background* S) O( H( k7 O1 ~4 \% B+ H
glClearDepth(1.0f); // Depth buffer setup
1 Z" w$ N2 f2 Y6 F# w2 Q" ^ glEnable(GL_DEPTH_TEST); // Enables depth testing. k& o% r# Y" X
glDepthFunc(GL_LEQUAL); // The type of depth testing to do
! l- }8 u1 r0 }- w' l glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations4 Y6 d" D) \: t, I
return true; // Initialization went OK
4 N2 t4 k1 ^: t+ E# ?% T; S}</P>
* J1 P4 ^8 X R0 k< >int DrawGLScene(GLvoid) // Here's where we do all the drawing6 ?$ e P' u8 N
{& P% E, v. A6 d6 t4 c r2 m
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer
5 N( i: ?* c6 i5 F2 @1 B glLoadIdentity(); // Reset the current modelview matrix
1 Z% k9 f S1 C! \# ]# M + @! q0 Z5 E/ ~6 E. f. i3 F' H# r
return true; // Everything went OK
" F3 X1 Z& ~! d}</P>
% |% M. q6 v# V2 ?. j7 A< >GLvoid KillGLWindow(GLvoid) // Properly kill the window
& z" D4 p1 b* R3 X" |{. V( x& _2 D* a: Z+ ^- N
if (fullscreen) // Are we in fullscreen mode?: U1 W% ~8 p) A$ m: ^+ N
{
% d% Y. e, n7 W; v3 W ChangeDisplaySettings(NULL,0); // If so switch back to the desktop" E% C, j9 q5 f" u! x* Z
ShowCursor(true); // Show mouse pointer
' k3 X/ M# G' }! c; ^6 L3 Z9 a }</P>
) Y% b, j3 B) l' @* }( w0 `< > if (hRC) // Do we have a rendering context?2 F! L5 M! i# d6 W0 O& [/ F/ b! |! z( a% h
{
. W/ U2 L, I4 k3 C* R if (!wglMakeCurrent(NULL,NULL)) // Are we able to release the DC and RC contexts?! t- |" W6 c# A
{
, U4 E |. U! G- m5 S3 p2 p$ M MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|7 A) ]9 m& I3 r7 d/ ^7 | }</P>1 g# v2 X6 G. C
< > if (!wglDeleteContext(hRC)) // Are we able to delete the RC?5 c& E" y3 d0 y$ R! ?- @' b+ h& V
{
4 |) n6 t5 g7 E7 v MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
5 ` q4 _8 f5 n2 }; g$ O9 P; @ }
- B4 D4 [1 j0 \6 Z# B0 L5 w/ z f hRC = NULL; // Set RC to NULL1 t5 I2 J' z3 s f9 s
}</P>
6 v& |$ i# p0 ]3 ?+ ~< > if (hDC && !ReleaseDC(hWnd,hDC)) // Are we able to release the DC( k" |* f6 v( K* }, n n" X& J% [3 r
{0 }3 n( X: R( G6 s# t z
MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
3 O2 _0 {. V/ l2 s' a- v hDC = NULL; // Set DC to NULL; M2 A# W9 _2 ?* a. \' g$ r! L
}</P>+ j6 Z2 ^8 l; {) n+ b: }
< > if (hWnd && !DestroyWindow(hWnd)) // Are we able to destroy the window?
% p8 @1 w/ P2 n7 j0 r# b {5 @- Y6 s- F8 u: d: k" M3 M. @' ~
MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
{. i! b1 y# J' } F3 U- h hWnd = NULL; // Set hWnd to NULL% K' m- |. q, a7 ^# V4 Q! n
}</P>: I/ A$ p+ M( O+ N1 {1 @
< > if (!UnregisterClass("OpenGL",hInstance)) // Are we able to unregister class
/ m# t: o% N7 P0 T. Z {( }; _" N% D Y
MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);7 Q2 p" [$ f% |0 K. t' ]
hInstance = NULL; // Set hInstance to NULL0 F) r5 j* R: j5 I+ u6 t1 i
}# f- u& A7 [0 Q# ]0 }3 }
}</P>
( n# D3 S0 M# R' d0 T< >/* This Code Creates Our OpenGL Window. Parameters Are:8 C0 V& E% g* ~/ F+ I
* title - Title To Appear At The Top Of The Window
' h, q$ g- Y" |. E) F * width - Width Of The GL Window Or Fullscreen Mode
# L& r0 K& R9 F8 K * height - Height Of The GL Window Or Fullscreen Mode1 i7 w7 A8 Q, l5 ~4 |/ i7 j
* bits - Number Of Bits To Use For Color (8/16/24/32)
) n6 ~4 @+ ^% y3 W* ~2 Z3 M * fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/1 H, H, B1 a v' V D
# \( w$ n; x. s: k2 i& c
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)' m5 K+ R7 U3 K. z, I
{
0 n7 w& n, T. [5 n/ d+ }$ @ GLuint PixelFormat; // Holds the results after searching for a match
; |" b6 r, F/ P+ g+ i+ | R. N; z8 _ WNDCLASS wc; // Windows class structure
% x# _1 ]! {8 T p DWORD dwExStyle; // Window extended style1 {7 `: {, V% I
DWORD dwStyle; // Window style
% O5 T! L8 t7 x5 u. u' H [. p RECT WindowRect; // Grabs rctangle upper left / lower right values6 T- r8 y m8 f
WindowRect.left = (long)0; // Set left value to 0
# l9 f h& l/ I: o9 v- \" z WindowRect.right = (long)width; // Set right value to requested width
1 ~* Y/ ~% L% P& f WindowRect.top = (long)0; // Set top value to 0
$ [* C1 R0 j. ^& s5 e; O) J WindowRect.bottom = (long)height; // Set bottom value to requested height</P>
3 W% \, f% } A( e+ M4 [< > fullscreen = fullscreenflag; // Set the global fullscreen flag</P>0 a' z# v, T8 l1 y) ^ J3 |
< > hInstance = GetModuleHandle(NULL); // Grab an instance for our window
& R; S4 R9 P2 j. i% b1 f8 \ wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on size, and own DC for window! }2 {4 P- y& @
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles messages# X$ t2 ~" V/ ]* G+ p
wc.cbClsExtra = 0; // No extra window data
4 x0 Y, c+ d& B$ _; T5 o wc.cbWndExtra = 0; // No extra window data
! r3 v, Y2 G; z# E% {" a wc.hInstance = hInstance; // Set the Instance4 y. a- Z( r5 ~& A' @
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon2 `: w, r2 e( ?8 b: }: J6 Z) E# f
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer8 } L$ c, e$ A1 {" H N% s
wc.hbrBackground = NULL; // No background required for GL4 }( S8 ^; a0 j5 g, l4 f
wc.lpszMenuName = NULL; // We don't want a menu' }" c1 ]5 L* M3 `9 W
wc.lpszClassName = "OpenGL"; // Set the class name</P>
8 C0 @4 j7 u/ C+ T N! ^< > if (!RegisterClass(&wc)) // Attempt to register the window class& O7 z* A6 \. P: }( v* E1 t' X
{' L( J* g5 ?* s6 J" N9 ? u; K E
MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>+ l. c7 p1 G$ P
< > return false; // Return false
$ J# J6 m! T; Q2 U& G. T- o; T }/ H) E5 h5 P/ |! r) I! e, o* L
( o3 x" a9 }# Q1 f/ o6 T- g
if (fullscreen) // Attempt fullscreen mode?
/ Q, y: B% U' W( z {
2 i0 p& `& O2 u1 o0 N DEVMODE dmScreenSettings; // Device mode, u* G$ X& x/ K# [) |+ T ]
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes sure memory's cleared
) L6 @. J" u ?: q3 c( t dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of the devmode structure7 U( q4 F5 H& D
dmScreenSettings.dmPelsWidth = width; // Selected screen width8 C; p* a3 T# }# V6 a7 a1 u _/ K
dmScreenSettings.dmPelsHeight = height; // Selected screen height3 ?. x$ }9 y7 i
dmScreenSettings.dmBitsPerPel = bits; // Selected bits per pixel
8 L3 Y: e2 b2 y) _ dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>
8 E2 T# `4 L% A- a< > // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.3 D/ T8 g2 d* \5 ?+ K) w% c7 r: O
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
( H4 D- M0 y. v- \ {
8 _. r" f# A6 P& e6 ^) W // If the mode fails, offer two options. Quit or use windowed mode.
) ]+ P7 i' Q0 V! ]/ Q# Q0 H: n' U if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES)
5 e: j) t0 S/ C {
% g, s2 [1 _& z# t, |* V! u: F fullscreen = false; // Windowed mode selected. Fullscreen = false
m8 t* B6 e' I% v' y }
) j/ ~& w7 E$ C9 z9 y' l# g3 D) e, |, ~' ~ else6 w% e) e7 q1 d, u0 f
{% d* q& u. I# g) @$ N; G
// Pop up a message box letting user know the program is closing.
! u2 U& m5 C% ]# W. g MessageBox(NULL," rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);" A6 w& p8 F* t2 D6 _" w! A8 j
return false; // Return false. H; h+ Q8 j" n2 L4 z
}
8 k3 J( ]8 z9 X& Y9 c K }
: b1 w' g! k1 T/ L }</P>
3 p- _! j# n$ [* @- Q/ v% a< > if (fullscreen) // Are We Still In Fullscreen Mode?
% G5 A7 J: b [+ I5 H1 Y {
4 f8 t' t8 \1 A. M dwExStyle = WS_EX_APPWINDOW; // Window extended style
) q1 [* k _9 o& c1 Y dwStyle = WS_POPUP; // Windows style/ }' z* a1 r* f/ P, X* u8 s; |
ShowCursor(false); // Hide mouse pointer
9 S' w" `5 F4 x( l3 M* U }4 I8 [( d4 ?( N+ v; y, Z
else
4 _$ ? u+ U$ a c2 R {* Y- y) q: a0 p0 K/ k' P( r$ ^
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style
6 \! v; p+ j( {, z6 x) o dwStyle = WS_OVERLAPPEDWINDOW; // Windows style2 h3 s9 Q, _" |# ?" |9 \( C
}</P>
2 b, h0 ]4 P4 q< > AdjustWindowRectEx(&WindowRect,dwStyle,false,dwExStyle); // Adjust window to true requested size</P>1 q; u: L& k1 x5 `; b
<P> // Create the window& X+ _; L! J$ T1 E# Y
if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window$ P9 ~. f1 [# F0 P- ]- `
"OpenGL", // Class name: X7 W6 c% B5 s% K
title, // Window title
' b# R* o! g+ n% F0 D4 L3 f dwStyle | // Defined window style& O& _! Z0 r. E) a3 Q( S3 p; D
WS_CLIPSIBLINGS | // Required window style4 M4 m* v, V: u. [6 [) e
WS_CLIPCHILDREN, // Required window style
8 u- ]/ Q( \& c' v) a/ U; y 0, 0, // Window position
3 y, W5 m& y5 h5 X c+ h' | WindowRect.right-WindowRect.left, // Calculate window width0 }( f" F6 X* B$ t
WindowRect.bottom-WindowRect.top, // Calculate window height" c- Y% }/ X9 S( J% |7 s0 v
NULL, // No parent window5 i! a! X' ~8 d
NULL, // No menu
2 k9 V: ]1 E K: L hInstance, // Instance) X5 m! ?4 [* {
NULL))) // Dont pass anything to WM_CREATE
1 I; T- Q+ i! L3 s8 A {
6 k2 _/ ~% T' W& C7 | r8 e. p KillGLWindow(); // Reset the display2 s4 `/ T* a, q2 O9 d
MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);) V* G* k* u; W0 B+ b! r
return false; // Return false
4 f7 N6 U ~) B }</P>( h$ e& z- v% e; g# w2 k- O
<P> static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be5 v O1 q# x! G! T- L W% [4 ^6 a4 O% N8 O1 Z
{
( S3 E1 Y% d" J3 c! ?3 K {1 e sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor
, M; U; h' B2 }" S" }5 V+ W+ [4 j 1, // Version number+ Z; O/ q" I" t" h
PFD_DRAW_TO_WINDOW | // Format must support window
5 h" @% J$ m% r7 A% G PFD_SUPPORT_OPENGL | // Format must support OpenGL
: F7 S9 W& ?& w3 H6 S# A* F; c% { PFD_DOUBLEBUFFER, // Must support double buffering
1 J$ Z. H5 Q+ w7 c7 U! w7 y PFD_TYPE_RGBA, // Request an RGBA format
5 [: Z; a6 j. _ bits, // Select our color depth
9 @3 S5 w# M6 I' } 0, 0, 0, 0, 0, 0, // Color bits ignored/ t9 i: v7 [$ G# Q
0, // No alpha buffer9 |' a# z" ^" L2 n% I' B
0, // Shift bit ignored0 u4 p' ?6 o. `" w/ {, e* W7 J
0, // No accumulation buffer: h( j0 ~4 M6 r3 M- h* J! l
0, 0, 0, 0, // Accumulation bits ignored
/ T! o0 R7 o$ ^# b$ \ 16, // 16Bit Z-Buffer (Depth buffer)# w, Q5 Z9 a9 W
0, // No stencil buffer% o+ c/ T( C; C! ]: i4 _# C
0, // No auxiliary buffer5 a4 ^* S, K, A
PFD_MAIN_PLANE, // Main drawing layer
! e+ Z4 U( a& ^* u7 c 0, // Reserved% ^6 j/ ~/ P# E: ?+ k, D- L: C/ m
0, 0, 0 // Layer masks ignored5 G1 U# C1 k2 H
};" {# O! t1 a5 }3 G
& X' y: f& Q. g4 u if (!(hDC = GetDC(hWnd))) // Did we get a device context?4 B0 E* N% R1 w' p; A
{; U# j9 ?5 [* O, e+ u
KillGLWindow(); // Reset the display' n/ R) h* D8 W2 r5 ]8 l
MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
0 _: v, n) x1 b; J# m return false; // Return false( p; X; n7 Y& P* j2 T
}</P>
8 |2 F6 f& _. f1 O G; J( `% l<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&pfd))) // Did windows find a matching pixel format?
& X8 H. N! h) |% H/ a7 x$ P {9 p* K8 d. d X- l; E! t
KillGLWindow(); // Reset the display5 I( J- Y3 W$ d( Q, W) s( H
MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);9 @4 V$ L. q! E2 `
return false; // Return false
. x1 ]5 t7 h. [2 n1 s+ H* S }</P> |! `+ J& ^* s
<P> if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are we able to set the pixel format?9 m! m$ E2 [- [
{ w- ?* }( y) m% g) J, l
KillGLWindow(); // Reset the display" z9 h, O/ Z5 Z- G8 K; k
MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
$ M. ]2 D' C: }: ^' H: Y9 S9 } return false; // Return false
# a! ^2 b) D5 t }</P>
: F& |4 y, D5 k3 S4 S& p$ h" w<P> if (!(hRC = wglCreateContext(hDC))) // Are we able to get a rendering context?! Z! w& V! y; ~1 h
{
- b1 Y% z8 Z4 Q' c+ G KillGLWindow(); // Reset the display8 J3 w+ `$ ?. `* |8 l
MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);" T- m- j5 J* n
return false; // Return false
. u8 H( r$ k& M1 ~ \% |2 a* x }</P>
6 l8 F. R+ U# q$ u# u<P> if(!wglMakeCurrent(hDC,hRC)) // Try to activate the rendering context) E( p. r1 p+ o ~
{/ \8 X' V( b) m+ Z! f/ R
KillGLWindow(); // Reset the display8 e3 b0 d2 G, o9 d7 b
MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);4 b8 a7 S, i+ A* B$ t
return false; // Return false
3 c: [! R6 t2 ~' G6 |% L: m }</P>/ ^1 P% F9 Q4 b7 j/ | y3 ~
<P> ShowWindow(hWnd,SW_SHOW); // Show the window/ e; m0 ^, n8 i9 g; g+ p7 c( G
SetForegroundWindow(hWnd); // Slightly higher priority
% z/ Q4 y5 `* S" { h SetFocus(hWnd); // Sets keyboard focus to the window: n$ O9 G: x, z! W0 i" d7 {; Y# V
ReSizeGLScene(width, height); // Set up our perspective GL screen</P>
. N8 m) O- R) c0 j1 T" E9 N<P> if (!InitGL()) // Initialize our newly created GL window
! l8 i/ `) X5 ~8 U {* }% m$ u: p4 ]6 P
KillGLWindow(); // Reset the display& X0 v* P9 Q: K4 x) |8 a! M
MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);8 s- p: h- i- C ^2 X A
return false; // Return false
. A6 _( V# l. J$ G) q }</P>
& T4 [4 x. }) f<P> return true; // Success) D; z, {9 C& p
}</P>
9 S6 |. r( Y; j V( o<P>LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window
" a0 d* h: m" ?4 p4 Q5 G UINT uMsg, // Message for this window
5 Y( v& P9 \7 G8 }4 o a WPARAM wParam, // Additional message information
; |! y( X/ O4 N6 o! E& F" A LPARAM lParam) // Additional message information
' x7 {6 {5 G* [9 j% {! o{
* E" V0 _, @0 A3 D4 H5 Y/ A+ ~ switch (uMsg) // Check for windows messages
! O3 D! p+ ^: \( U( u% }3 [: I {
k- u6 g. V( t# c case WM_ACTIVATE: // Watch for window activate message
5 A2 \# C2 U& i* i+ x! p' `, b {
?6 k# z$ _4 |- e) C# t if (!HIWORD(wParam)) // Check minimization state
' q4 J, v$ |; J5 e* e4 y5 N4 x- B7 i {' M: D. I8 H- `
active = true; // Program is active
9 b& i/ O* H5 b8 E- Q }
6 J9 b' M1 d Z+ `/ ~" |0 f else
5 |1 O, t- m* @. T9 N. F/ J {7 s& B; |4 s9 y {
active = false; // Program is no longer active
4 C* S0 r' R- J2 d e- [4 ~0 D3 Y }</P>; N: d) B+ g4 a" u
<P> return 0; // Return to the message loop0 ]9 W% ~# D, t; H
}</P>$ M: x+ j$ Z' Z1 {: E* F% ]
<P> case WM_SYSCOMMAND: // Intercept system commands i1 b. ^/ I( V0 R
{
, `+ ^4 _; F3 N! w switch (wParam) // Check system calls% k# L5 x8 D+ [' O1 ]9 W/ h
{! N' e/ Z+ _, t9 K! o/ K0 E: P
case SC_SCREENSAVE: // Screensaver trying to start?0 N! e5 a8 V% ]2 k
case SC_MONITORPOWER: // Monitor trying to enter powersave?5 {+ x! ~* M3 z) h1 f/ a* P
return 0; // Prevent from happening
* ^% q/ A6 B( U' F }0 {& Y8 m, L: B! E, R" T9 s
break; // Exit/ k6 U9 L! P* ^" n4 o c8 M
}</P>* l1 C' k8 J: k4 B/ h4 a
<P> case WM_CLOSE: // Did we receive a close message?9 y" X/ P* X, t9 s9 ?
{
5 P% y* G0 V$ H O$ m0 `/ W PostQuitMessage(0); // Send a quit message
* v1 o( G) Z$ [' X return 0; // Jump back, e7 D) d; y3 m5 a: r
}</P>+ u/ [, [( s: d* A" A: `
<P> case WM_KEYDOWN: // Is a key being held down?5 L8 b2 K$ A# C4 v# R0 t
{
; @' \$ |! r, q keys[wParam] = true; // If so, mark it as true# I% o; }7 B" b# f$ i
return 0; // Jump back/ s# {- L8 o7 U; V( j
}</P>
% ]8 F# q# r+ x2 D<P> case WM_KEYUP: // Has a key been released?3 p0 `) H! }, L, a- T' N/ i
{
" N U- x$ Q" z- w' H* _* v2 { keys[wParam] = false; // If so, mark it as false' L; m, g* [' D& q: x7 K% F
return 0; // Jump back
! z& r% x1 j, i; O9 G1 b }</P>
, Q0 L8 g$ _* q$ b1 R9 V<P> case WM_SIZE: // Resize the OpenGL window
6 \4 U# A3 [' ]" C& z( j' z {7 \1 T8 Y, X8 P8 K7 w# K
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord = Width, HiWord = Height h8 j) ]: c) D2 Y9 D- t
return 0; // Jump back3 U' E; ]) l& ~4 n6 u
}
7 B k5 I1 U& W& E }</P>
; M$ j" S f7 H6 G<P> // Pass all unhandled messages to DefWindowProc
: J- w2 f3 F: n$ s) q: Q- D3 q return DefWindowProc(hWnd,uMsg,wParam,lParam);( |/ l& V- C) ~& t, R! O( p" v0 b1 E
}</P>
- `8 p3 O: N% K<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
) U* C0 B0 Q" r" L9 J: L" b7 @, K{' l! q, |# m4 \) P7 @* i7 d* O
MSG msg; // Windows message structure# H4 ~% e; s' B0 \% n) x! D
bool done = false; // bool variable to exit loop</P>2 ]+ U U7 u) P. v+ K
<P> // Ask the user which screen mode they prefer
$ U. i! K- p8 H n! i. ^/ G if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)" d. Z# t) c& O/ d1 A6 \( Y
{
6 Q+ _9 O, Y% m* t6 X# }# U fullscreen = false; // Windowed mode: ~1 B" D* G! S
}</P>) Y# A, r. Z' i. b, d
<P> // Create our OpenGL window5 ~1 u: J( N8 ]7 U& S2 @. f
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))) P# x/ Q F0 {- K; [6 n/ d1 l
{ f+ Y. l" e. x4 C
return 0; // Quit if window was not created1 h7 B! k; A+ |$ i0 |" P4 x
}</P>
$ B% r+ O" q* Y- z" k4 T; ]5 E<P> while(!done) // Loop that runs while done = false
z& O$ t! s$ e9 ]+ _5 U {; E9 @5 |7 @; s; Y( R
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
8 {/ j) D2 Q. f; ~: z4 i3 L {
0 J9 n( [8 }, J& m4 M6 F ~ if (msg.message == WM_QUIT) // Have we received a quit message?# F K5 H/ M) ~1 I7 z8 L( o: D. R
{
- i y# r. s/ s" ? done = true; // If so done = true
( `& K9 O8 f3 p0 J6 {! M }4 `$ s c/ i6 v
else // If not, deal with window messages
1 P4 J& L4 }9 B. c' |( ] A2 \, e {
; F5 _9 L. m# o( T TranslateMessage(&msg); // Translate the message
7 G! z9 z- v3 a; Q t% a DispatchMessage(&msg); // Dispatch the message# r4 _# e, f, D& o' d- `! V% ^
}
4 l' F( V" P9 m }
0 B% e; G) [" I else // If there are no messages9 f% W' N8 e- p T" H' I
{$ B" N7 n* E4 I3 |9 h: P4 G
// Draw the scene. Watch for ESC key and quit messages from DrawGLScene()
7 G1 h8 F9 ~! _. w if (active) // Program active?! R& F2 B8 G, Y6 H1 \1 D8 A+ k
{
# o- y, G6 O# @- A if (keys[VK_ESCAPE]) // Was ESC pressed?" N1 m( O8 r% w* ~# U# f
{
5 [( w/ l& A: \+ {0 Z$ D% P done = true; // ESC signalled a quit' @- k3 V: J3 u. a
}
/ o" z" c. G( z; V6 Y4 x: @3 s2 G else // Not time to quit, Update screen" |6 Y! ?: N3 o: M, n
{- Y, X' e, O) n" R$ W9 {
DrawGLScene(); // Draw the scene
* U; E5 T: m6 r6 u0 N5 B. `" l SwapBuffers(hDC); // Swap buffers (Double buffering)
l/ e6 o) V1 i$ V8 f/ L }. c1 h# H& o# u% ?5 s, R0 H
}</P>
' O- j7 ]& E& n# g9 N<P> if (keys[VK_F1]) // Is F1 being pressed?
$ E x! c+ I( g A& [* J {7 A8 I; p8 D& A6 l1 d6 c/ r! J2 b
keys[VK_F1] = false; // If so make key false1 Q) E+ s% b/ r8 _
KillGLWindow(); // Kill our current window
, [' ^- n. ]8 @/ h fullscreen =! fullscreen; // Toggle fullscreen / windowed mode
- u+ c X9 h+ a) q // Recreate our OpenGL window+ ~1 B( y' I, h) s- ?5 ` n
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))" i @0 S0 _: J+ A7 W; h
{: D6 B$ m3 B, E) @6 k
return 0; // Quit if window was not created
# s5 N8 n# L. g' v; ]# y+ O+ j }
% A1 }, G% e% W8 r0 Q8 O }
* X4 u2 k2 u2 u& F, n v: G }3 i8 L( k% K4 F3 o6 @+ e5 g: e
}</P>; x3 L7 h& B) p& b' i# X6 g7 {' c
<P> // Shutdown% J- `' Y ^" o5 Q9 T2 F9 Z0 C3 A
KillGLWindow(); // Kill the window
7 n& t% o; a. u8 V4 f return (msg.wParam); // Exit the program
9 o) v6 T7 V) m# w}# ?+ V$ Q" H7 P' J1 R
//---------------------------------------------------------------------------</P> |
zan
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